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View Poll Results: Which do think is most exciting for future mods (both are coming for A17)

Surely, quests have to be a LOT more creative than that. In general, I am not a fan of quests, expect perhaps if they were to be implemented in a specific manner, which I have posted about in the past - seamless, dymamic and random, so that they don't feel like quests at all.

Anyway, I still don't quite get what "moddable quest objectives" include. Can anyone make an example?

As for dialog trees, save for various quests/stories with different outcomes that modders will create, I don't see much use for them in this sandbox survival we have here. And these will essentially be one-time content.
Note that I am a huge fan of rpgs that involve dialog trees etc, fallout included, but I am having a hard time imagining how they will offer something substantial to this game.

Aren't you the story guy? Quests are how that's delivered.

More to the point though, right now we gather, build, and fight. That's it. Nothing more. Quests will give us a reason to travel, things to do, and most importantly, another avenue to "level up" that's not dependant on punching rocks.

Conversations will allow us to build a rich environment for securing the quests that don't revolve around random finds. Choices can finally have meaning.

More blocks is great. It really is. But really, if I take out the blocks I don't need for my mod, I'm flush anyway. And pilles prefab editor is great for making prefabs; I can do them a lot faster now, and will likely not move to the in-game editor (I've used it, and although I'm sure it's improved since then, I still prefer pilles).

Anyway, I still don't quite get what "moddable quest objectives" include. Can anyone make an example?

From the bits and pieces we have heard I think a possible example could be this quest:

"If you are interested in an opportunity, meet me on day 14 at noon at location 400N, 300W"

If you get to that location on time, either of three things might happen:

1) 30% chance: you are ambushed by bandits who used the quest as bait

2) 5% chance: you find a dead NPC with a paper hinting at a hidden chest somewhere

3) 65% chance: An NPC tells you that he knows a building that is home to a zombie boss (or alternatively bandits) where a working chem station is in the cellar. He offers to give you the location and will pay you 200 coins if you bring back an antibiotics pill for his dying wife.

3a) you can accept or decline. If you decline, he might attack you (20%), ignore you (20%) or sweeten his offer with more coins or an extended magazine mod (60%). You even might be able to decide if you want more coins or the mod.

Gazz, any comment on whether this might be possible in A17? I imagine the timed appearance of the quest npc could be implemented as an appropriatley delayed spawn buff on a block in that exact location lasting a few minutes.

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Even better example: Just play FTL and see what a good writer and some randomization can do with a better quest system in a randomly generated world

To me, both are very closely related. If you are creating quests, I would think you would want to have a specific POI type in mind for that quest. If it is story driven and a long term quest, it makes sense to have several unique POI along the way to set it apart from the rest of the games POI.

From the bits and pieces we have heard I think a possible example could be this quest:

"If you are interested in an opportunity, meet me on day 14 at noon at location 400N, 300W"

If you get to that location on time, either of three things might happen:

1) 30% chance: you are ambushed by bandits who used the quest as bait

2) 5% chance: you find a dead NPC with a paper hinting at a hidden chest somewhere

3) 65% chance: An NPC tells you that he knows a building that is home to a zombie boss (or alternatively bandits) where a working chem station is in the cellar. He offers to give you the location and will pay you 200 coins if you bring back an antibiotics pill for his dying wife.

3a) you can accept or decline. If you decline, he might attack you (20%), ignore you (20%) or sweeten his offer with more coins or an extended magazine mod (60%). You even might be able to decide if you want more coins or the mod.

Gazz, any comment on whether this might be possible in A17? I imagine the timed appearance of the quest npc could be implemented as an appropriatley delayed spawn buff on a block in that exact location lasting a few minutes.

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Even better example: Just play FTL and see what a good writer and some randomization can do with a better quest system in a randomly generated world

It's a good example actually, this is approximately the way I would want a quest to function - with random chances to different outcomes (FTL is one of my favorite indie games). Complex enough, so that it doesn't get repetitive. So, with the current modding tools (since I am clueless about modding in 7D), it isn't possible for example, to trigger events (with or without a random chance)?

It's a good example actually, this is approximately the way I would want a quest to function - with random chances to different outcomes (FTL is one of my favorite indie games). Complex enough, so that it doesn't get repetitive. So, with the current modding tools (since I am clueless about modding in 7D), it isn't possible for example, to trigger events (with or without a random chance)?

I know that the new buff system can trigger happenings from events but for details on what exactly might be possible Gazz or Kinyajuu or Prime would have to chime in.

So, with the current modding tools (since I am clueless about modding in 7D), it isn't possible for example, to trigger events (with or without a random chance)?

Simply judging from what modders have NOT done or used strange detours to implement it anyone can make good guesses what is probably impossible (or very very hard to find out): For example create a zombie spawn event from a quest. If that were possible a lot of modders would have used it. Or make a quest with a choice or multiple paths without using multiple recipes as "providers" of that choice.

Simply judging from what modders have NOT done or used strange detours to implement it anyone can make good guesses what is probably impossible (or very very hard to find out): For example create a zombie spawn event from a quest. If that were possible a lot of modders would have used it. Or make a quest with a choice or multiple paths without using multiple recipes as "providers" of that choice.

Yeah, the stuff possible in XML for events is pretty basic and mostly geared toward harvesting resources and crops growing. With A17 there should be a LOT more toys to play with.

I hope someday they open up possible animation sequences to be activated in events so you could have a trader flip you the bird if you piss them off in a transaction. Might also get a zombie to do the moon walk while singing Thriller.